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UniversityofLinköping Arts and Sciences Faculty

VIRTUAL REALITY AS A PHENOMENON OF ART Supervisor:JanWillner Student: LaurynasDrazdauskas Linköping2006

Title VIRTUAL REALITY AS A PHENOMENON OF ART

Author LAURYNAS DRAZDAUSKAS

Abstract Inthisessayresultsaredevelopedontwodifferentlevels.First,itisshownindemonstrationthat aphenomenologicalanalysisonthelinesofRoman’sIngarden’sstudyofworksincan be applied to Virtual Reality works, such as professionalsimulators and videogames. In particularitcanthenbepointedoutthat:i)soundisseparablefromthescene,butusingsound VRbecomesenriched;ii)themainroleinliteratureisleftfortheimagination,whileinVRwe findrichnessinconcretization. Second, it is argued in discussion that works in VR can be qualified as works of art. These electronicworksmayhavealltheaestheticalqualities(basedonthephenomenologyofRoman Ingarden) of the works of art in the traditional sense. So, that paper has two objectives: an analysisofVRandthesearchforthestatusofVRinart.

Key-words

VIRTUALREALITY,SIMULATOR,VIDEOGAME,ART,INGARDENR.,AESTHETICAL VALUE.

1

TABLE OF CONTENTS

ACKNOWLEDGEMENT ...... 3

ABSTRACT ...... 4

INTRODUCTION...... 5

1. THE COGNITION OF THE VIRTUAL REALITY...... 7

1.1. Interaction – the main Condition for the Cognition of VR...... 7

1.2. An Attempt to cognize the VR: the Layers of the ...... 10

2. IS VIRTUAL REALITY (SPECIFICALLY SIMULATOR AND VIDEO-GAME) A FORM OF ART? ...... 18

2.1. The Aesthetical Values of VR...... 18

2.2. VR – as a Product and a Work of Art...... 21

CONCLUSIONS...... 22

BIBLIOGRAPHY...... 23

INTERNET SOURCES ...... 24

2 ACKNOWLEDGEMENT I am very grateful to my supervisor, docent Jan Willner let me to stay for the semester in the University of Linköping. I am thankful for the idea to use the system of Roman Ingarden in my work, also for the time, guidance and directions writing this essay. Also I want to say thanks a lot to my parents Rita and Vytautas, who always kept up the spirit in hard times. Thanks to my little son Benetas, who was waiting for the return of his daddy. I owe you people so much!

3 ABSTRACT

Inthisessayresultsaredevelopedontwodifferentlevels.First,itisshownindemonstration thataphenomenologicalanalysisonthelinesofRoman’sIngarden’sstudyofworksinliterature can be applied to Virtual Reality works, such as professionalsimulators and videogames. In particularitcanthenbepointedoutthat:i)soundisseparablefromthescene,butusingsound VRbecomesenriched;ii)themainroleinliteratureisleftfortheimagination,whileinVRwe findrichnessinconcretization. Second,itisarguedindiscussionthatworksinVRcanbequalifiedasworksofart.These electronicworksmayhavealltheaestheticalqualities(basedonthephenomenologyofRoman Ingarden)oftheworksofartinthetraditionalsense. So,thatpaperhastwoobjectives:ananalysisofVRandthesearchforthestatusofVRin art. KEYWORDS

VIRTUALREALITY,SIMULATOR,VIDEOGAME,ART,INGARDENR., AESTHETICALVALUE.

4 INTRODUCTION

Theterm“VirtualReality” 1wascoinedbyJaronLanierin1986.Specificallythistermwas createdforatechnologicalphenomenon,which“…encompassesarangeofinteractivecomputer environments,fromtextorientedonlineforumsandmultiplayergamestocomplexsimulations thatcombineaudio;video,animation,orthreedimensionalgraphics;andscent…Asuccessful VRenvironmentoffersusersimmersion,navigation,andmanipulation.” 2Equivalentto“VR”can be used such terms as “Virtual Environment”, “…computergenerated simulation of a real environment or experience. Also called visual simulation (VizSim)… or …artificial reality, syntheticenvironment.” 3 VRincludessuchelectronicworksasvideogamesandsimulators(whicharenotjustgames any more). Nowadays simulators as well as electronic games have a broad appliance in the practical,educationalfield.Theyareappliedinmedicineandinmilitaryspheresandareusesfor thepurpose of the training of special skills (like flight simulators help forpilots to gain some experience)or forthedevelopmentofmentalabilities(e.g.strategicvideo games).VRisalso used in psychological inquiry. ”Psychologists collaborate with computer scientists to design virtualrealitytrainingsystemsforuseinsafetysensitiveoccupations.” 4Andourresearchwillbe concentratedon theepistemological aswellason theaestheticalaspects ofVR. Thus the first objective , the epistemological one, of this work is the cognition of the computer’s created reality (specifically videogames and their sequence – simulators). The includesthreelevelsofthe cognition:perceiving,interpreting andindividualizationof VR. The cognition should help to find the aesthetical values of VR. This might answer our question:MayaworkofVirtualRealitysuchasvideogameandsimulator–becalledworkof art?Thatis the second objective ofthisessay. Wearegoingtousetheanalysisoftheworkofartofthemostprominentinthis field – Roman Ingarden. We will be using his books mainly “The Literary Work of Art” and “The Cognition of the Literary Work of Art”, also “Four Critics: Croce, Valery, Lukacs, and

1Thereinafterweuseshorteningforthe“VirtualReality”–“VR”. 2 TheColumbiaEncyclopedia,SixthEdition .EncyclopediaArticleTitle: VirtualReality .NewYork.2004. P.49737 3 JohnC.Briggs,VirtualRealityIsGettingReal:PreparetoMeetYourClone. “TheFuturist”(Volume:36.Issue: 3.PublicationDate:May2002.)P.34+ 4RobertA.Baron, Psychology (MA:AViacomCompany,1998)P.110 5 Ingarden”byRenÉWellek.Themainideasandtheconceptofthelayersoftheliteraryworkof art let us identify and interpret structures of Virtual Reality plus it will help analyze the aestheticalvaluesoftheVR.

6 1. THE COGNITION OF THE VIRTUAL REALITY

1.1. Interaction – the main Condition for the Cognition of VR.

Apersonasbeingpartofthenaturenecessarilycreatesandtameshis/hermilieu.Itwouldbe mistakenarguing“VirtualReality”asabrandnewphenomenonofthe20 th century.Thegermsof VRcanbefoundintheearlyagesofthehumankind,whenmanleftthecaveandsawsomething inthesurroundingthatmadeimpressionforhim/her,andthenhe/shebegantodrawimagesof theanimalsonthewallsofthecave.Theimagewastakenfromthespectacleandrealizedonthe wallofthecavethusbecomingnotreal,butacopy,animitationoftherealobjectwhichwecan call virtual image. “Even prehistoric cave paintings gave the viewer something of the experienceofseeinganimalsthatwerenotactuallythere” 5.Alsowemayinferherethatthese firstpaintingsannouncedtheadventofthevisualart. Timehaspassed,virtualimageprogressedtosign;symbolandthegroupsofthesesymbols becamewrittenlanguage,languagewhichisatoolforcommunicationandinteraction,atoolthat helpsunderstandingotherpeople.Imagesoftheanimalsbecomingsymbolswereliketheliving andthemeaningofthesesymbolswasn’tonlyconventionbetweencommunitiesofpeople.These symbolswerecarrying“being”.Humanscreatedhomesforthem:surroundingandsoul,he/she wastryingtomaketheirworldinthatstillalienuniverse;andoneofthesolutionswasart.Art was not only as implementation of oneself, but even more, it was an attempt to understand, interprettheplaceandessenceofoneselfbeinginthisworld.Imagesoftheanimalonthewallof thecaveofitscreatorweren’tsingleacting;itwasalsoadedicationtootherpersons,tothose whoarecominginthefuture,thatistosayacommunicationandinteractionwithothers. Asweseenow,notonlylanguage,butalsoany formofartisadialogue.A workofart utters,speakstousaswellasthedirectspeechofperson.Aworkofartalwayshasameaning, butitishiddenorshouldwesaycoded,sowemayfindakeyto“unlock”,toreachit.Thiskey could be an interaction, a communication with a work of art because without communication therewillbeno cognitionpossible. In VR,playing avideogame youshouldacceptthe rules, otherwise interaction will be broken between the player and the game. In the other words if

5DavidDeutsch,TheFabricofReality (London:ThePenguinPress,1997)P.99 7 someonewantsgettoknowsomething/someone,he/shefirstofallshouldfallinlove(andloveis aninteraction)withthisobject(thatisanidealoftheAncientGreeks’). In the artificial environment dialogue, interaction can be simulated literally. We can communicatewithsyntheticcharacters,surroundingsetc.Itisaninteractionthatimmersesusin VR.MoreoverastheintentionofVRistousurptheuser,ittriestosubordinateasmanysensesas possible,todayitisn’tenoughtoseeandhear,it’spossibletouseothersensesevensmell,motion andalsotosimulatevibrations.Thekeywordforcombinationofthesestimuliinmaderealityis called“Multimedia”(weshallcomebacktoitlater).Thefirsttwosenses(sightandear)mustbe thestrongestandmostimportantcreatingartificialreality.AndalsofinallythewishofFriedrich Nietzschebecomespossible,butvirtualandnotrealVRoffersuniqueopportunitytocontrol, manipulate and rule the virtual character and processes in the artificial world. Control of situation, character or whatever is one of the most important features of VR and that requires participation, to come into the play. Participation guarantees selfidentification, selfprojection forinstancewithhero,machineofthegame.Itisusualtohearplayersaying‘Ijump’,‘Ishoot’, ‘Idrive’etc.identifiesitselfwithprocessesgoingonoutsideit.VR–asanyother tool(e.g.computer),phenomenologicallyspeaking,istheextensionofourbody.Manipulations oftheprocessesletustorealizeourintentions,asitiswithourownbodies,wecanmove,idest changespatialsurroundings,travelthroughasyntheticworldexperiencingitalsoasaesthetical phenomenon 6. WemustnotforgettheauthoroftheVR(programmer,designeroranengineer),ortheartist oftheworkofart.Thatisthefirststageofthethreestagestheexistenceofthework;thanksto thecreatorswehavetheseworks.Theothertwostagesarediscussedalready:createdformofart andapersonwhoperceivesit.IntheVRthesituationisthesame,onlyaworkofVRcanbe called“software”(itmaybewithsomehardwareadditions)–andagain,thereisapersonwho perceivesit(mightbecalledaplayer,auser). Work of VR as well as work of art has aparadoxical state: once itis created itbecomes independent, as Roman Ingarden points out – “…it is independent of the creative acts of its author,aswellasfromanyperceptualacts” 7.Thatmeansauthor,aswellasthereader“…withall hisvicissitudes,experiences,andpsychicstates,remainscompletelyoutsidetheliterarywork.” 8

6WeinterpretthephrasebyF.Nietzsche“world–asaestheticalphenomenon”here. 7WojciechChojna,Ingarden,RomanoftheWorkofArt:TheMusicalWork;ThePicture;The ArchitecturalWork;TheFilm .“TheJournalofandArtCriticism”(Winter90,Vol.48Issue1)P.85 8RomanIngarden, TheLiteraryWorkofArt trans.GeorgeG.Grabowicz(Evanston,ILL.:NorthwesternUniversity Press,1973)P.22 8 Ontheotherhandworksofartexistsonlybyourgrace 9.Ingeneral,themainconditiontoexist foraworkofVRorartisanaddresseeforwhomitiscreated.Electronicoranyworkofartis heteronomous,dependentfromconsciousperson 10 . ThatconsciouspersoninteractswithVRorworkofartpersonally,individually.Introducing thephenomenologicalstartingpointofRomanIngarden,weshouldstressthatthisPolishthinker isanalyzingvariousformsworksofartsfromthefirstpersonperspective.Itisbeingalonewith thebook,thepicture,themusicplayer,orinourcasewiththecomputer(wedonotexceptthe possibility of communication online with others). That interaction, communication, is going betweentheworkofartandthepersonwhopaysattentiontoit. Aswehadalreadyshowntheimportanceofinteraction–asanecessaryconditioninorder tocognizetheVR,mainlybetweentheworkoftheartistandtheperceiver,weshouldgofurther tothecognitionoftheVR,analyzingitinthecategoriesoftheliteraryworkofart.Inthebook “Literary Work of Art” by Roman Ingarden published in 1931, in German, the philosopher concentrateshisviewontheauthoroftheworkofart,whileinanotherbook“OntheCognition oftheLiteraryWorkofArt”(1937)–thethinkerpayshisattentionthereader,perceiverofthe work.Aswehadalreadysuggestedthesetwobooksisthemain“nourishment”forourthinking aboutVirtualReality. 9RomanIngarden, TheLiteraryWorkofArt trans.GeorgeG.Grabowicz(Evanston,ILL.:NorthwesternUniversity Press,1973)P.373 10 StuartBrown,DianéCollinsonandRobertWilkinson, BiographicalDictionaryofTwentiethCentury Philosophers (London:Routledge,1996) 9 1.2. An Attempt to cognize the VR: the Layers of the Work of Art. AsfarasthisanalysisofVRisepistemologicalphenomenological(withsomeontological moments)itshouldbedistinguishedfrompsychologicalfactors,stressesRenÉWellekin“Four Critics:Croce,Valery,Lukacs,andIngarden”.Thatmeansthatanyintentions,psychicstatesof creatorprogrammer, also perceiver (player, user) should be put aside. The work must be analyzableasitiswithoutany“addon”orreduction.Ingardenarguesthattheliteraryworkofart isbeingneitheranidealobject(e.g.amathematicalfigure–likeatriangle),norarealobjector artifact(statue,picture) 11 ,thesamecanbeappliedtothevirtualworkofart.Itisn’tneitheran idealobject,asitisselfsufficient,onticallyautonomousandtimeless;norisn’titarealobject (material)–alsoselfsufficientandautonomous,buttemporal.12 Itisavirtualobject,“atemporal, sometimes seemingly in time” 13 . Or phenomenologically speaking – an intentional object 14 , whichmightexistonlyifsomeonepaysattention,analyzesit(theactsofconsciousness). A work of VR (videogame or simulator) being an intentional object is twodimensional (twosided):ithasitsownstructure(whichisalreadycreated,that’swhyconstant)aswellasits contents(whichareuncompletedandmaybevariable) 15 .Forexampleaspecificcomputergame, ontheonehandcanbeunderstoodwatchingplayingallthegame(fromthebeginningtothe end);stepbystepproceedingtothenewlevelsofthatgame(“phases”)16 ,ontheotherhand– everymomentwehavetodealwiththespecificcomponents,whichhavestrongconnectionwith eachotheranditiscalled“layers”(“strata”)byourphilosopher.Thatfeatureoftwodimensions unifiestheworkandmakesitsolid. 17 Tounderstandhowthisdigitalworkiscreated,tofindits“essentialanatomy” 18 ,wemust makeananalysisofthelayers,whichareimportantdetailscognizingVR.Alsoitwillhelptofind theaestheticalvaluesinthespecificstratum. In the work of a synthetic environment as well as in the literary work we find four heterogeneouslayers.Letusstartfromthefirstone:

11 RenÉWellek,FourCritics:Croce,Valery,Lukacs,andIngarden .(Seattle,WA:UniversityofWashingtonPress, 1981)P.57 12 ibid. 13 EdwardCraig, RoutledgeEncyclopediaof,Version1.0,(CDROM)(London:Routledge,1998) 14 RenÉWellek,FourCritics:Croce,Valery,Lukacs,andIngarden .(Seattle,WA:UniversityofWashingtonPress, 1981)P.57 15 ibid. 16 РоманИнгарден,Исследованияпоестетике (Москва:ИИЛ,1962)P.23 17 ibid.P.21 18 http://plato.stanford.edu/entries/ingarden /(accessed05.20,2006) 10 i. Wordsoundformationinliteratureandvideoaudio–intheVR.

An important part of reading the word is sound (this phonetic aspect also may include “…rhythmsandmelodiesassociatedwithphrases…” 19 )Butwiththegraphicalformisn’tthatso. Despiteofthatgraphicalformandsoundareinseparableinwrittentext(withoutgraphicalform therewillbenosound). Meanwhile, in the electronic game or simulator the main weight is concentrated on the graphical form of the work (video). The objects of the artificial environment are made of the geometricalsegments(mathematicalfigures,forms)andthatisthemainconditiontoexistforthe virtualobjects.Thentheproperties,attributestothesegeometricalsegmentssuchascolorscanbe added.Color“…possessesacomplicatedgrammarandsyntaxofitsown,asdoescomposition, surface,anddimensionality.” 20 Colorscreateanaestheticalview,mood,alsosimulatingworldit canhelptorendertheexperienceofreality;intensityofcolorisalsoafactorofimmersion. Havingthesecoloredobjectswesaywehave–pictures.Avideogameorasimulatortobe playable,experienced,inevitablyrequiresakineticmovement(dynamics),itistheseriesofthese imagesthatisthemotion.MotionisoneofthemostimportantfeaturesofVR.Lookingback,the motion became realized in virtual media starting with “the moving pictures” id est. with new revolutionarytechnologyforthescreen.Theterm“animation”tellsusthatpicturesbecamealive inmotion.BacktoVR,motionisplayingabigrolesimulatingreality;wegetimmersedbythe accuratemotionofavirtualagentorthetrajectoryofavirtualobjectfromourreplicatedreality. Talking about the importance of graphics in the artificial reality we should not forget the hugeimpactoftheinventedrenderingofthe3Dtechnology.3D–threedimensionsinthevirtual space. 3D gives a more realistic view and it is very important especially for the simulators imitatingreality.Allobjectsbeinginstaticstatearetwodimensional(2D),butdespiteofthatwe mayanticipateaninvisiblesideoftheobject.AndmovementinVRletsusexperiencealmostor evenallsidesoftheobject.Thustheillusionofrealitybecomesmoreimproved. Comparing written text with the visual image: “The one majorbetween… text and the image …is that the latter does not preclude the individual from gaining experience without a basic literacy. Without the knowledge that nouns are, verbs do, and adjectives and adverbsqualify,writtentextsareinaccessible.Withvisualart,however,weareimmersedinits

19 ibid. 20 http://www.dyske.com/index.php?view_id=812 (04.27) 11 world the moment we open our eyes, and the distinction between experience and… image …becomesratherblurry.” 21 In virtual art an important role isplayedby multimedia. Multimedia combines video and audio arts. It gives new opportunities for the new forms of art. Reality can be “irrealized” 22 (recallingthoughtsofJ.P.Sartre) 23 morerealisticallyimmersingmoresensesinit.Inonemoment video and audio material together can be synchronized. Contrast to text, picture (series of pictures) and sound are separable (canbe asynchronous), they can exist one without the other thusbeindependent.Wecanwatchwithoutsoundaswellaslistenwithoutimage. Thisfirstlayeroftheword–soundisintersubjective,butwithonereservation–skillfor readingandpronouncing. IftheworkoftheVRisexpressedinvisual–soundtechniqueitis intersubjective too, but any preknowledge is needed, so it is accessible even for illiterate or otherspeakingperson. HavingthesefirstimpressionsbeinginVR,wemaygofurthertothesecondlayerofthe meaning. ii. Originallythesecondstratumstandsforthemeaningunits. The meaning in the literary work becomes created reading the word or the text (we find “whatisthateverythingabout”).Thatisthemeaningwhichwashiddenunderthegraphicalform. Readingthetextaperson’simaginationisinuse.He/shecognizestheword,inthetexttheymay alsorecognizeadequateimages,objectsofrealitywhichappearintheimaginationofthatperson whilereading. Butinvisualization/soundformtheimaginationletussayoftheprogrammerisalready realized.Andtheimaginationoftheplayeroruseris“dismissedfromthework”.Youdon’tneed toimagineanything,everythingisdone.Itisrather recognition oftheadequateobjectsinreality. ThenhowwerecognizetheseobjectsandprocessesgoingintheVR? First of all these virtual copies of the objects should look real like. And the creators especially of the simulators are seeking to portray objects and thus create synthetic reality as accurately as possible. An object portrayed in the virtual environment has simple naming or

21 http://www.dyske.com/index.php?view_id=812 (04.27) 22 Ж.–П.Сартр, Воображаемое.Феноменологическаяпсихологиявоображения. (СанктПетербург:2001) P.313 23 “Irrealization”wemayinterpretasarealizationofaperson’sintentions,desires,butinartificialmatter,thatis virtualreality. 12 reference,allusionstotherealone;thatis“theintentionaldirectionalfactor”.Anotherthingisthe properties of that object, its material features .24 Recalling the thoughts of René Descartes the essenceofbody,objectisitsextension;otherthingswhichbelongtoitarethepropertiesofit. 25 ThesamecanbeappliedintheVR:thevirtualobjectconsistsofthegraphicalformandcolor althoughanattributeassoundcanbeaddedtoit.Themainconditiontorecognizethatobjectis itspureform,silhouette,andthatshouldbeenough,buttheproperties,likecoloringandsound addedtotheobjectmakesitmoreaestheticallyfascinating. Evenfictionalunrealobjects(likemonsters,demons)canberecognizedfromtheirseparate details(e.g.mythicchimera–withtheheadoflion,bodyofagoatandthetailendingwiththe headofthesnakeetc.).VRgivesopportunityforthatquasiexperience,quasi,becauseinreality those kinds of organisms (objects) are unavailable, meanwhile literature would give us a descriptionofthisfantasticcreature. WhenwerecognizetheseobjectsinVR,wefindourselvesinthatartificialspace;video gamesandsimulatorsmakethemaccessible. But that is not enough. An important role is reserved for selfidentification (as we had already discussed above) with the represented subject or object in the VR. Now, how that recognitionoftheotherbecomingyou(decisionthatthereisother)willcomeabout?–Thekey forthatansweristhecontrolofthevirtualcharacter,automobileorwhatever.Pushingbuttons, usingdrivewheelweput,extendourwillonitandthevirtualobjectsubmitstoit.Everything else,whichdisobeysyourwillisn’tthatyou,itisindependentvirtualworldwithitsowncreated rules,enemies(inthevideogames)anditslimits.Enemiesaswellasalliescanberecognized alsobytheir‘typage’26 thatisbytheirappearancesetc.Speakingaboutlimitswehaveinmind notlimitationofthetechnicalmatter,butrathercauseconsequencerelationship.Theplayeror userwillbeaffectedbyhis/hermistakesinthegame(iftheplayerwillbenotcarefulhe/shemay “die”) or using the simulator (point of which is to repeat the laws of the nature as more realistically as possible). You travel throw and explore this synthetic world. Then how do we recognizethistravel–movement,step,speed?–Itshouldbedetectedinthechangeofthespace (space – is our computer’s screen, a display that our look can take). Space changes with the changingobjects,thusitcreatesanillusionthatwearegoing,runningordrivingafastcar(in simulators). 24 RenÉWellek,FourCritics:Croce,Valery,Lukacs,andIngarden .(Seattle,WA:UniversityofWashingtonPress, 1981)P.58 25 EdwardCraig, RoutledgeEncyclopediaofPhilosophy,Version1.0,(CDROM)(London:Routledge,1998) 26 “Typage”aFrenchword 13 Letusgotothethirdstratumoftheliteraryworkofart. iii. Schematizedaspectsor“intuitiveappearances” 27 intheliterature.WhataboutVR? The scheme is like an empty mosaic and it should be understood as the thought in the literaryworkofartthatcanbepureintentionalobject.Thusithasnoconnectionwithexperience, fullness and concretization. So, even though there are no concrete objects of reality, but the schemes,themeaningisbeingunderstoodasreallyexisting. For example, the title of the literary work as well as the title of the videogame or the simulatorisascheme.Usuallyitgivesusonlyanabstractnaming,form(sucharethetitlesofthe videogamesandthesimulators:“Pandemonium”,“Doom”,and“NeedforSpeed”or“Microsoft FlightSimulator”). Butthedifferencesbegininthelevelofcontents.Theschemesmaybefoundintheentirety ofanyliteraryworkofart.Wemayevenarguethatoperatingbyabstractforms(schemes)isone ofthemostimportantmodesofthebeingoftheliteraryworkofart.Again,theimaginationofthe readerisinuse. Talkingaboutthesituationinthevirtualrealityexceptofthetitleitwouldbedifficult,in Ingardenian sense, to find such a thing as a scheme in VR. Visual – sound medium gives a virtualexperience,anopportunitytoseeorhearanobjectoracharacterofrepresentedreality. Again, imagination is “dismissed from the job”. Consciousness has only to receive these impulsesfromtheoutside. Back to the metaphor of mosaic, that thing would be not possible without components (smallpieces);thesameastheliteratureandintheworkofcomputer,theschemesareneededto befilledin,concretized.Thusweleavethethirdstratumandreachthefinal,thefourthlayer. iv. A world of ‘represented entities’28 . That is filling of this work by clear represented objects,eventsetc.(conceptualmeanings 29 ).

27 RenÉWellek,FourCritics:Croce,Valery,Lukacs,andIngarden .(Seattle,WA:UniversityofWashingtonPress, 1981)P.61 28 http://plato.stanford.edu/entries/ingarden /(04.20) 29 RenÉWellek,FourCritics:Croce,Valery,Lukacs,andIngarden .(Seattle,WA:UniversityofWashingtonPress, 1981)P.61 14 Themainroleforfillingouttheschemeisplayedbyconcretization.Thatisfillingoutthe “emptyspotsofindeterminacy” 30 forthepersonwhotriestocognizetheliterarywork.Thereare somechoicesconcretizingaliterarywork.Theauthorhimself/herselfmaystressandshowsome properties of the entity (fill in the scheme of the work). Thus represented objects, events or whateverarenotfullydetermined,theymayhave“alimitednumberofqualities” 31 incontrastto realobjects(whicharefullydetermined,newdeterminationsofitareavailable).Alsothereader always creates his/her concretizations and it may be very subjective factor, “different concretizationsremainedpossible” 32 . InthatcaseIngardengivesusanillustrationofthestreetsofParis.“Ifthereader–knows Paris – it is possible he/she will “imagine”… …the Parisian boulevard in the night illumination” 33 Thatmeans“OnlyapersonwhohasbeentoPariscanimagine…thestreets…in theirconcreteactuality:apersonwhohasneverbeentoPariswillhavetofilltheseemptyspots bydrawingonhispossiblyverydifferentexperiencesofstreetsinothercities.” 34 The concretization is maximized in VR and it is always in front of our eyes. It is not surprising,becausetheseobjectsarethevisualrepresentatives.Exactvisualizationgivesasmany detailsaspossibleabouttheobject,theevent.Aprogrammerrealizinghisimaginationtriesto createadetailedvirtualworld(especiallyinthesimulators).Thatisevenamissionforthecreator of VR to leave as few “spots of indeterminacy” aspossible. Illustrating that situation the first examplethatcomestomindis,alreadydiscussed,namelythreedimensionaltechnology.Wemay argue,that2Dstillrequirestheanticipation,theimaginationoftheplayer,theusertoimagine “howdoestheothersideofthisobjectlookslike”.And3Doffersapossibilitytorotateanobject invariousangles,thuswecanseeallthedimensionsofit,andwedon’thavetoimagine. The concretization of an event in VR is also in front of our eyes, in the literature such actionsas“running”,“drivingacar”isdescribedinwords,whileinVRwecanwatchandalso join that motion, event (it is a matter of finding “yourself” in the space of display in the connectionwithothervirtualobjects). Sure, we do not get absolute concretization in VR, but the fact is that the ideal of the programmers, designers, engineers is a maximum concretization in the videogames and the

30 RenÉWellek,FourCritics:Croce,Valery,Lukacs,andIngarden .(Seattle,WA:UniversityofWashingtonPress, 1981)P.60 31 ibid. 32 http://www2.eng.cam.ac.uk/~tpl/texts/resolution.html (05.24) 33 RomanIngarden, Opoznawaniudziełaliterackiego “(Warszawa,1976)P.62 34 RenÉWellek, FourCritics:Croce,Valery,Lukacs,andIngarden .(Seattle,WA:UniversityofWashingtonPress, 1981)P.61 15 simulators.Acomputergamewhichhasnottobeacopyofrealobjects(asitacceptsfantasies) in contrast to computersimulator is and always will be richer of “empty spots” (metaphors, puzzles,ambiguities,anticipationetc.). An important aspect which separate reality from the virtualisthe experienceoftime(a temporal category). Real time we experience as a whole that is continuous and solid (“a continuousstreamofexperience” 35 byH.L.Bergson).Ourrealtimehasmeasurements(years, days,hours,secondsetc.)andmeasures(calendars,clocks)that’swhyitisobjective.Wemay findsimilaritiessimulatingthetimeinthetypesofcomputergamescalled“RealTimeStrategy” (RTS).Astheothergames,thattypehasitsownsimulatedspatialaspect,butthetimeofstory andactionarecontinuousandsolid.Thatmakestheplayertobeidentifiedwithandimmersedin virtualreality.DespiteofthatVRaswellasanyworkofarthasitsowninternaltime.Thattime isn’t subordinated by any constants, measures or measurements. It is an experiential phenomenon.Whenweplaythevideogameorreadtheworkofart,itimmersesusinit,itseems liketheworkusurpsus,buttheobjectivetimeispassingby.Inthecomputergamesaswellasin themovieorintheliteratureweareimmersedbytheseworks’owntimeplot.Theplotofthe gamecanbeunderstoodasaseriesofactionintime.Thatmeansthestandardgamehasitsown storyline(someofthemmayhavetwoorevenmore,possibleswitchbetweenthecharacters)like themovie.Thedifferentsenseofthetimecanbeillustratedbythisfunnyexamplethatwasgiven byAlbertEinsteinwhenhewasaskedhowwecanunderstandhistheoryofrelativity.Einstein answers: imaginethe minutespentwith yourbelovedwomanandimaginethatspentminute holdingyourhandonhotstove.Inthefirstinstancetheminutefeelsliketrice,butinanotherit wouldbeawholeeternity.Playing,usingthesimulatorwetranscendourselves,where“external time”vanishes.VRstealsourtime,withsomereasonitiscalleda“killeroftime”. Aswehavealreadymentionedreal(objective)time–continuousandinvirtualrealityitis representedandisolated.Eachpassedmomentcanberesurrectedthere,restoredbecomingvivid andactual.Thatiswhyaworkofartisalegacy;ithasa“conservedtime”inside,whichcanbe presentedanytime,thatiswhyitispossibletoexperienceitagainandagain(toreadabookonce again,toreplayvideogame). Everytimethereplayedvideogamecanbeexperiencedinthenewwayaswellasliterary work of art. Roman Ingarden uses the distinction between meaning (Ger. Sinn) and reference (Ger. Bedeutung), a distinction that was originally introduced by German logician Gottlob

35 EdwardCraig, RoutledgeEncyclopediaofPhilosophy,Version1.0,(CDROM)(London:Routledge,1998) 16 Frege. 36 Thesenseoftheworkofartisconstant;itneverchanges,butthereferencechanges through the time, through history acquiring new interpretations. New epochs, other situations give new concretizations, meanings, to the work of art; a good example is William’s Shakespeare’s “Hamlet”. This classical masterpiece is inexhaustible till our days, artists don’t ceasetointerpretandmakeconcretizationsinthenewlight. Allthesefourlayersareinseparableonefromeachother;theyareinthewordsofIngarden an “organism” (“organic unity”) of the literary work of art. In the end of our reading we synthesizeallfourstrataintoone,inseparable,thusitissolid. ThesamecanbesaidaboutVR.Weexperiencesyntheticworldofcomputerasawholeand notpartly.Eachofthesestratahasanaestheticalvalueandcompatibilityofthesepartscreates polyphonic harmony. “…much like a piece of polyphonic music in which each singer’s voice maylendaestheticqualitiesofitsowntothevalueofthewhole,whilethegreatestvaluesofthe workasawholemaylieintheintricateinterrelationsamongthevaluesofalloftheindividual elements.” 37 Andnowwecometothesecondobjectivityofthiswork“MayaworkofVirtualReality such as videogame and simulator – be called work of art?” Will these four layers and their values,whichwereanalyzedalready,giveustheanswertoourquestion?Letusfindout.

36 RenÉWellek,FourCritics:Croce,Valery,Lukacs,andIngarden .(Seattle,WA:UniversityofWashingtonPress, 1981)P.63 37 http://plato.stanford.edu/entries/ingarden/ (05.14) 17 2. IS VIRTUAL REALITY (SPECIFICALLY SIMULATOR AND VIDEO- GAME) A FORM OF ART? “It’snotjustagame” (SloganoftheSonyPlayStation)

2.1. The Aesthetical Values of VR.

In that part of the essay we will be concerned on the aesthetical values of the VR. We should stress some points about the creators of VR. VR is the art (faculty, skill) of the programmer.Thatnotioncouldbeappliedforthe“electronicartist”ofthesimulatororvideo game.Thereisafamouscompanywhichproducesvideogames,simulators“ElectronicArts”. The name of that company is a good presentation what today’s creators of virtual reality are doing, they are modern artists, whose paintbrush and device is a computer. But may this phenomenon of the “electronic art” be understood as a new form that is a sequence of the traditionalart(withallofitsaestheticalvalues)?Tomakeitmoreclearletushavealookinto aestheticalvaluesoftheworkofart. Namingthischapter“TheaestheticalvaluesoftheVR”wehaveinmind‘apurequality’38 oftherepresentedobjectinVR.Thesequalitiescontributecreatingaestheticvaluesofthework. Ingardenaccentuatesthatisnottheaestheticalobjectitselfthatgivesusanenjoyment,butits pure quality which is isolated from the object. 39 All this work viz. schematic structure (unchangeable“skeleton”40 senseofthework)shouldbedonebytheartist,andthetaskforthe perceiveristoconsummateit(puttinghis/herconcretizations),likeinablankmosaic. All four layers discussed above contribute to the creation of these pure qualities of the object. These layers have their order and are inseparable, as we see in VR: first layer – displayed/heardobject,inthesecondone–thisobjectisrecognized,thethirdandfourthlayer standsfortheschemeandconcretizationofthatobject.Weshouldmakesomestressesaccording tothenotionofconcretization.Asalreadyhadbeenmentionedconcretizationhastwosides:the

38 RenÉWellek,FourCritics:Croce,Valery,Lukacs,andIngarden .(Seattle,WA:UniversityofWashingtonPress, 1981)P.67 39 ibid. 40 ibid.P.68 18 player/thereaderandtheprogrammer/theauthoroftheliterarywork.Aspecialdutyisforthe artist who through know harmonious details give consistency to the work of art. Sometimes detailedconcretizationidest.arepresentationoftheobjectinfullscale,withallofitsproperties givesapieceofart(itisvalidforanykindofart)weight,evendifficulttocomprehendaswellas viceversa(lackofsomeimportantdetails)makesitpoor.Workofartmayloseaestheticalvalue. That is why if the condition of harmonious details consistency is satisfied the interflow of all stratacreatesaqualityofharmony(alsocalled“polyphonicharmony”byIngarden 41 ). In addition to the polyphonic harmony of a work of art, an important role is played by Ingarden”snotionof“metaphysicalqualities” 42 suchas“thesublime,thetragic,thedreadful,the moving, the inexplicable, the demonic, the holy, the sinful, the sorrowful, the indescribable serenity of happiness, aswell as the grotesque, the charming, the light, thepeaceful.” 43 These qualities,whicharenot“properties”ofobjectsor“features”ofsomepsychicstate,givedeep experience, catharsis as a result of the work of art. “…they are revealed in the complexes of situations and events as special atmospheres that envelop people and things in a special light. Thesequalitiesproduceparticularlyshockingeffects,theiroccurrenceisperceivedasgraceand forthoseinvolvedinthemtheirrevelationistheclimaxoftheirexistence.Regardlessofwhether theirvalueispositiveornegative,theirrevelationisinitselfsomethingpositive,becausethese qualitiesenableonetoexperiencetheextreme,sharplyjuxtaposedtothegreyroutineofeveryday life. The idea of the work never claims to be true; it is embodied in the work of art like the proportionbetweentheconcretelifesituationandthemetaphysicalqualityexpression.”44 Not accidentally in the quotation above we find the word “true”. Truth can create an aestheticalvalue.“Truth”alwayshasallusiontologic.Straightawaywemayargueeveryvideo game,simulatororanyworkofarthasitsownlogic.Here“logic”–understoodasanorder,asits ownwayofthinking.ButwearetalkingratheraboutlogicofVRinthesenseofadequacyto Reality. Thesimulatorscanbeattachedtothedirectsenseoflogicthatmeansthatallobjectsand actions “seek” to coincide with facts (forms, laws of nature). The good example is a flight simulatorfortraining,whereevensurroundingsandobjectsthatarerealizedinitcanbefoundin reality.Thatcanbemoreorlessanidenticalcopyofactuality.Othersimulators,whichignore 41 RenÉWellek, FourCritics:Croce,Valery,Lukacs,andIngarden .(Seattle,WA:UniversityofWashingtonPress, 1981)P.58 42 ibid.P.61 43 RomanIngarden, TheLiteraryWorkofArt trans.GeorgeG.Grabowicz(Evanston,ILL.:Northwestern UniversityPress,1973)P.29091 44 http://arc.gold.ac.uk/arc_Three/printexts/print_janez.html (05.14) 19 somefacts(likerealsurroundings),butkeepotherpossibleaspectsof realityarerather games thansimulatorsfortraining.Forexampleoneofthemostprominentseriesoftheracinggames “Need for Speed” (nonexisting downtowns of the cities are created). In contrast to the first example, this one connects fact andfiction . Here “fiction” exists as a free combination of the facts.Thesetwoexamplesaresomekindofrealismnaturalismintheart.Backtoourquestionof theaestheticalvalues,wemayfindallfourlayersintheworkofsimulator(orgamesimulator) maybeevenqualityofharmonyinit.Theconcretizationismaximizedintheseworks;thereis nothingtoaddandnothingtotakefromit.Anymetaphysicalqualitiesareavailable,becausethe senseoftheworkisequaltothemeaningoftheworkthatmeansthereisnothingbehindthese works. Allthevideogamescanbefoundinthecategoryofthefactandfiction.Herefictionplays evenbiggerrolethanfact,becomingfantasy.Avideogamehassomesimilaritiestoaworkof art;itmaybecompletelyfantasticandbeveryfarfromtruth,thoughavideogameisrealized logically(byprogrammingrules,mathematicalcalculations).Butthestrangevirtualenvironment ofthevideogamecanbehardtorecognize,thusitmayrequirethestrivingstodothat.Thesense isrealizedbythecreators,butthemeaningisopenedforthenewinterpretationsfortheplayer (recalling meaning concept of G. Frege). Metaphysical qualities here are also available, especiallytothosegameswhichhavethestorylines.Forinstance,aseriesoftheadventuresof the ninja in the videogame – “Ninja Gaiden” where we can find not only elements of the drama,butalsoelementsofthetragedy.Inthevideogameswefindnottruth,butmaybeother typesoftruth–suchasanidea.Anideaofthevideogamemaybeawishofitscreatortoexpress thedeepfeelingsofthevirtualcharacter. Butwecannottoforgetthemainideaofthegameitself.Behindthegamethereisnothing, itisselfsufficient,itdoesnotprovideanypragmaticaspects.Itmaybeasanescapefromthe daily life as well. The game is for the gaming! “Play is, as it were, existence centered in itself…” 45 –arguesEugenFink.Incontrasttoanyworkofartitalsohasaqualityofthegoal:the strivingstowin(thebattlesinvirtualform,theinteractionwithvirtualopponents).Thewinning, the conquest may give an experience of joy, happiness, but not the deepfeelings in the metaphysicalsense,becausethesemoods(playingthegame)aredependentfromtheobject,id est.thegame.

45 http://alangullette.com/essays/philo/game.htm (04.12) 20 2.2. VR – as a Product and a Work of Art. We may argue that our philosopher Roman Ingarden had found real aesthetical values whichcanbeusedevenbyprofessionalcriticsofarttodecidewhateveritisapieceofartoronly aneverydayproduct. Thevideogameshavebroaderspreadthanthesimulators.Thereason–simulatorsarethe tools for the professionals. VR simulators can solve many practical problems and that is their finalpurpose.SimulatorsarealsoimitatorsofRealitythatiswhytheyhavenothingtodowith thenotionoftheworkofart 46 . Inthewholetextwewereavoidingoftheterm–“product”deliberately,butnowaswetry tosumourthoughts,weareusingitapplyingtothevideogame.Thevideogamesbecamethe products in the shops, even mixed with the food stuff. That means they may have only economical, financial aspects. The market is fulfilling the needs of consumers and the competitionfightsbetweencompaniesaregoingon.Ontheotherhand,theanalysisofthisessay showedthatvideogamemayhavetheaestheticalvaluesthusbecomingmorethanjustagame: metaphysicalqualitiesmaketheworkworthyforthenameofart.Thecomputergamesintime arebecoming nostalgic pieces of art; it is even a legacy as well as any work of art mightbe. However,weleaveourquestionopenfortheprofessionals,butthistimenarrowedtothevideo gamesquestion:mayvideogamebecalledworksofart? VirtualRealityismadeunifyingmindandimagination.Thatistheplacewherescientific knowledgemeetsaestheticalexpressions.Newartformsbasedoncomputersarechallengingthe old(traditional)formsofart.Andtheprofessionalprogrammers,togetherwiththedesignersor eventheengineersarebecomingsomekindofvirtualmediumartists.

46 Aworkofartshouldbeunderstoodinthesenseofatraditionalarthere. 21 CONCLUSIONS The first objective ofthisessaywasthecognitionoftheVirtualReality.Wefound: 1) InteractionisthefirststepinthecognitionoftheVR; 2) Wetriedtoapplythetheoryofthelayers(specificallyoftheLiteraryWorkofArt),by RomanIngarden: i. thefirststratumstandsforthevideo–audioformationofthevirtualobjects; ii. thesecondlayer–recognitionoftheobjects; iii. the third and the fourth strata shows the relationship between scheme and concretizationoftheobjectsinVR; The system of layers helped us deduce the aesthetical values of the VR: polyphonic harmony and metaphysical qualities. These aesthetical qualities may answer to our second objectivity :“Iscomputersimulatorandvideogame–workofart?”Andwefound: 3) Simulatorsarenottheworksofart,asfarastheirpurposeispracticaltraining; 4) Videogamesareambiguous:ontheoneparttheyareproductsofthemassculture,on theotherpart–theymayhavealltheaestheticalvalues,mentionedbyIngarden.Thusthe fourthconclusionisleftopenedfortheinterpretations.

22 Bibliography • Baron,RobertA. Psychology (MA:AViacomCompany,1998). • Briggs,JohnC. VirtualRealityIsGettingReal:PreparetoMeetYourClone. “The Futurist”Volume:36.Issue:3.PublicationDate:May2002. • Brown,Stuartetal. BiographicalDictionaryofTwentiethCenturyPhilosophers (London:Routledge.PlaceofPublication:1996). • Chojna,Wojciech.Ingarden,RomanOntologyoftheWorkofArt:TheMusicalWork; ThePicture;TheArchitecturalWork;TheFilm.“TheJournalofAestheticsandArt Criticism”Winter90,Vol.48Issue1. • Craig,Edward. RoutledgeEncyclopediaofPhilosophy,Version1.0(CDROM) . (London:Routledge,1998). • Deutsch,David. TheFabricofReality (London:ThePenguinPress.1997). • TheColumbiaEncyclopedia,SixthEdition (NewYork.2004). • Ingarden,Roman Opoznawaniudziełaliterackiego (Warszawa,1976). • Ingarden,Roman TheLiteraryWorkofArt (Evanston,ILL.:NorthwesternUniversity Press1973). • Ингарден,Роман Исследованияпоестетике (Москва:ИИЛ,1962). • Wellek,RenÉ FourCritics:Croce,Valery,Lukacs,andIngarden .(Seattle,WA: UniversityofWashingtonPress,1981). • Ж.–П.Сартр, Воображаемое.Феноменологическаяпсихологиявоображения. (СанктПетербург:2001).

23 Internet Sources

• http://alangullette.com/essays/philo/game.htm

• http://arc.gold.ac.uk/arc_Three/printexts/print_janez.html

• http://www.dyske.com/index.php?view_id=812

• http://www2.eng.cam.ac.uk/~tpl/texts/resolution.html

• http://plato.stanford.edu/entries/ingarden/

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